1282 {
1283 Plane.Normalize(ref plane, out var result2);
1284 float num = result2.Normal.X * lightDirection.X + result2.Normal.Y * lightDirection.Y + result2.Normal.Z * lightDirection.Z;
1285 float num2 = 0f - result2.Normal.X;
1286 float num3 = 0f - result2.Normal.Y;
1287 float num4 = 0f - result2.Normal.Z;
1288 float num5 = 0f - result2.D;
1289 result.M11 = num2 * lightDirection.X + num;
1290 result.M21 = num3 * lightDirection.X;
1291 result.M31 = num4 * lightDirection.X;
1292 result.M41 = num5 * lightDirection.X;
1293 result.M12 = num2 * lightDirection.Y;
1294 result.M22 = num3 * lightDirection.Y + num;
1295 result.M32 = num4 * lightDirection.Y;
1296 result.M42 = num5 * lightDirection.Y;
1297 result.M13 = num2 * lightDirection.Z;
1298 result.M23 = num3 * lightDirection.Z;
1299 result.M33 = num4 * lightDirection.Z + num;
1300 result.M43 = num5 * lightDirection.Z;
1301 result.M14 = 0f;
1302 result.M24 = 0f;
1303 result.M34 = 0f;
1304 result.M44 = num;
1305 }